School Ignis (Fire). * Attribute: Charisma. * Primary emotions: various forms of passion. The chaotic flames of passion despise the mundane, constantly reaching for greater heights; quick to burn all those who dare draw near. It has the power to call forth the forces of chaos itself, to uncertain ends. flame chart, for later reference. heat is difficulty to soak a number of wounds equal to size. Rank Heat Size 0 -- 0 wounds (untouched) 1 diff. 3 1 wound (part of body) 2 diff. 5 2 wounds (half of body) 3 diff. 7 3 wounds (whole body) 4 diff. 9 3 wounds (whole body) 5 diff. 10 3 wounds (whole body) Ignis elementals are seething balls of flame, constantly churning and whirling, burning anything which contacts them. * Special power: Scorch: You are treated as if you had cast Baptism by Fire. at all times, water will force you out of elemental form instead of ending the enchantment. Ignis Aspect: Emotion. Primary Emotion: desire. Bane: susceptibility: You are always affected by Passion, as if you had cast it upon yourself, though it only manifests some of the time, when temptations are especailly high. * Passion: 1k (enchant person(s)) The subject is filled with feelings of intense passion. You may attempt to direct the form this takes, be it love, inspiration, or hate, but be wary of the chaotic flames (storyteller discretion). You may target more than one person in a given action, up to one per dot in Ignis Aspect Emotion. System: The subject must make a willpower roll, attempting to score more successes than your rank in Ignis Aspect Passion (or spend a point of willpower to cancel Passion) to avoid acting on this desire. ** Orgy: 1k * Ability: Expression (6) (enchant area) Allows you to release the inhibitions of all persons in some good natured atomosphere, most often a party. System: Make a charisma + expression roll, diff. 6. Anyone whom wishes to resist thier ture desires must score at least as many success as you on a willpower roll, diff. 7. Ignis Aspect: Counter. 5/x2 Primary Emotion: excitement. Bane: Indifference. Since any Aqua spell which targets you is resisted, it makes it harder to benilfit from helpful Aqua effects. * Evaporate: (1k) Any Aqua power which targets you is automaticly resisted by this power. You may also take an action and spend a point of positive karma to attempt such a resistance against any Aqua spell. System: Each success on a roll of one die per dot you possess in Ignis Aspect Counter reduces the casters success by one, or stops the power altogether if it required no roll. The source of this counter-magic will be obvious. Ignis Aspect: Enhance. Primary Emotion: inspiration. Bane: peacock. You have a beautiful voice and are given to livley converstaion, and you cannot resist the urge to show off you talents. You must make a willpower roll, and get at least as many success as your rank in Ignis Aspect Enhance to pull yourself away from a social situation. A simmilar roll may be required to avoid letting secrets slip, especially if they are not your own. * Passion's Tongue: 1k (enchant self) Increases the qulity of your voice and your ability to hold livly, stimulating converstion or make moving speaches. System: Until the end of the scene, your charisma is increased by a number of dice equal to your rank in Ignis Aspect Enhance. May not be used while in effect. Ignis Aspect: Elemental. Primary Emotion: hate. Bane: the wild flame. You are the burning churning flame, first wheeling one way then the other. You have a tendancy twoards unprovoked mood swings. As one of the results, your die pool on any self control roll is reduced by one for every dot you posses in Ignis Aspect Elemental. * Torch: 1k (enchant self) You may create a torch sized flame on any one part of your body. It requires no concentration to maintain, though a second may not be started while one is in effect, and may be dispatched with a thought. System: Your receive no damage from the flame, but anyone touched by it must succeed in a soak roll diff. 6 or take one wound of damage. If you enflame your hands or other body parts for a brawl attack, this adds one auto-success to your related damage roll. ** Command the Leaping Flame: (1k) (* Ability: Leadership (6)) You may command any existing fire to do your bidding, swirling around in patterns, growing (fuel allowing), or shrinking. Once you have an established source of flame, you may throw bellows of it as an attack at nearby targets. System: If you command the flame as an attack, roll charisma + leadership to hit (it may be dodged,) with the number of net success being the rank of the size on the flame chart. If the hit is successful, make a charisma roll to increase the rank of the heat from a starting value of one on the flame chart. *** Firebreath: 1k * Ability: Melee (6) Taking a deep breath, you may bellow flames at nearby opponents (within normal melee range.) System: Make a charisma + melee roll to increase the rank of the size of your fireball from zero, with your victim making a dodge roll to reduce your successes. If the hit is successful, make a charisma roll to determine the heat of the flame. **** Body of flame: 1k (enchant self) Your body bursts into raging but concentrated inferno, buring anything, execept you, unfortunate enough to contanct. This functions exzactly as if you had been able to cast Torch on your entire body. System: All brawl attacks do one auto-success of damage, and anyone contacting you must make soak roll, diff. 6 or take one level of damage (more if larger areas of thier body contacted yours.) ***** Flameblast: 1k * Ability: Firearms (4) A concentrated ball of flames erupts from you hand, heading in the direction commanded, probably towards your foes. It Goes forward until stopped or it reaches semi-distant range, rolling over anyone or thing that happens to be in the way. System: By itself the blast starts at rank one both heat and size (see the flame chart, above). Each success on a firearms roll, diff. 4 moves your choice of heat or size up one category. Heat is the difficulty to soak a number of wounds equal to size. Successes on dodge rolls reduce the effective size by one category for that person, thus, though you may not go beyond three wounds on size, you may put in 'extras' as hit insurance. ***** * Wall of Fire: 1k * Ability: Intimidation (6) A thin crevise opens up in the earth, and burning flames come buring up from the depths, searing all those whom dare to pass. System: Make a charisma + intimidation rol to determin how long the flames pour fourth. Anyone attempting to pass through must attempt to soak three wounds of damage at difficluty seven. (rank 3 heat and size.) duration of wall, by successes 1: 1 round 2: 3 rounds 3: one minute 4: three minutes 5: ten minutes ***** ** Rain of Fire: 3k * Ability: Athletics (6) You may make the very skies rain fire for one round, setting ablaze any flamable thing they hit, and likely injuring anyone caught in the rain System: Make a charisma + athletics roll to determine the rank of the heat. Any person caught in the rain (about a 25' radius), including yourself, whom fails a dodge roll, diff. 8, if they are able, must make soak one wound at a difficulty determined by your success. ***** *** Erupt: 2k * Ability: Crafts (6) A crack opens up at any ground location you desire it to and can see, and spews forth a pillar of molten rock for one round. System: If centered on a person, they must make a dodge roll against size rank five. Make a charisma + crafts roll to determine the rank of the heat. Even though it targets a location, if it is cast to hit a person, thier Aqua Aspect Counter may resist it. ***** **** Inferno: 5k * Ability: Performance (6) A large area around and including the caster erupts in flames, burning all those inside of it's area of effect. System: (For the following heat and size values, see the flame chart, above.) The size of the Inferno is rank 5 for 5 yard radius of caster, 4 for 10 yard radius, 3 for 15 yard radius, 2 for 20 yard radius, 1 for 25 yard radius. The heat rank is the casters success on a charisma + performance roll. The caster may maintain a started Inferno by spending only 4k per turn. ***** ***** Baptism by Fire: 5k * Ability: Empathy (8) (enchant self) You may become the flame itself, joining with the fire and losing your normal physical form for a while. This fire is inherintly magical, and requires no fuel to burn, though it will of course ignite any flamable object that happens to get near it. While in this form, you are effectively immune to physical attacks, fire damage, and gravity, though a good douse of water can quickly end your enchantment. System: Stepping into a fire, make a charsima + empathy roll. If the roll is successfull, your recieve no damage from the fire and enter your new state. If it fails, you recieve normal damage from the fire and must attempt again. If someone touches you in fire form, or if you make a successful charisma+brawl roll, opposed by a dodge, if any, to contact them, they are burned. If they contacted you, use an appropriate rank (on the flame chart) for size. If you contacted them, the size is your net success to hit. In either case, roll your charisma to increase the rank of the heat. Ignis Aspect: Chaos. Primary Emotion: confusion. Bane: heart of chaos. Every magic spell you cast is effected as per Choas Magic. * Chaos Surge: 1k The most basic and truly chaotic of the powers, calls chaos does something... but you won't have the foggist what it is ahead of time, except that it will be some magicical effect. System: Choose a target, which will be the benifactiary (?) of what ever happens, roll three dice, and refer to the charts below. First die: school 1: Ignis 2: Aqua 3: Terra 4: Caelum 5: Dissilutio 6: Corruptio 7: Procreatio 8: Purgatio 9: Tempus 0: Randomly choose a new target, and re-roll this die. Second die: aspect 1,2: Emotion 3,4: Counter 5,6: Enhance 7,8: 'first listed' special aspect (ex: Ignis Aspect Elemental) 9,0: 'second listed' special aspect (ex: Ignis Aspect Chaos) Third die: rank The number rolled is the rank of the power activated, at no additonal cost. ex: if a 5 was rollled, Ignis Aspect Counter would do a five-die counter against all Aqua effects they had upon them (if any), in Ignis Aspect Elemental, they would be Flameblasted, using your charisma + firearms. If an power which has no activation cost is chosen, ie, something which gives a character a special bonus or abiltiy just for having it, they gain that ability for the duration of the scene. ** Confusion: 1k * Ability: Enigmas (6)(vs. willp (6)) (enchant person) Confusion fills the targets world with leaping, swirling, lights, strange, random noises, and stranger smells. System: Make a charisma + enigmas roll to determine how confusing it is. For the remainder of the scene the target will be too confused by the choas to do any usefull thing unless they succeed in a willpower roll, scoring at least as many success as you, at the begining of each turn. If they succeed in this roll three consecutive times, the enchantment ends. *** Mood Swings: 1k (enchant person) This power attempts to affect the targeted person with one of the other emotion powers. System: Roll a single die to determine which power. If the resulting emotions are for a specific person/thing, determine this randomly. Aspect Emotion: 1: Passion(love): Ignis Aspect Emotion 2: Calm: Aqua Aspect Emotion 3: Courage: Terra Aspect Emotion 4: Timid: Caelum Aspect Emotion 5: Anger: Dissilutio Aspect Emotion 6: Lure: Corruptio Aspect Emotion 7: Inspire: Procreatio Aspect Emotion 8: Honesty: Purgatio Aspect Emotion 9: Angst: Tempus Aspect Emotion 0: Passion(hate): Ignis Aspect Emotion **** Alteration: 1k (enchant self) Alteration can change your body for short periods of time. System: Choose an attribute and roll one die. Attributes will not be lowered below 0 by this power, however reduction of physical attribute to zero will leave you effectivly paralyzed until you can re-activate this power or use another method to correct the situation. effect of die on the attribute 1,2: -2 3,4,5: +1 6,7,8: +1 9,0: +2 ***** Change: 1k Change will alter you current state of body, ie, your health levels. Use of this power may reduce you to incapacitated, but not to death. System: Roll one die and refer to the chart below. effect of die on your current health levels ('+' is healed, '-' is further harm) 1: -3 2,3: -2 4,5: -1 6,7: +1 8,9: +2 0: +3 ***** * Choas Magic: 1k Target spell is cast drawing on the magic of Choas, which causes several unpredicable effects. System: First, the character casting a chaotic spell should roll two dice, a choas die and a surge die. The number rolled on the choas die should be cross referenced with your rank in Ignis Aspect Choas on the chart below, and a modifier for the die pool (if any) for the spell is determined by such (this will not lower a die pool below one.) If the surge die rolls the same number as the choas die, a Choas Surge is cast instead of the intended spell, affecting the former target (the caster if the spell had no target.) Die Roll 1 2 3 4 5 6 7 8 9 0 _______________________________________________ L 1 | -1 0 0 0 0 0 0 0 0 +1 e 2 | -1 -1 0 0 0 0 0 0 +1 +1 v 3 | -1 -1 -1 0 0 0 0 +1 +1 +1 e 4 | -2 -1 -1 -1 0 0 +1 +1 +1 +2 l 5 | -2 -2 -1 -1 0 0 +1 +1 +2 +2 6 | -2 -2 -1 -1 -1 +1 +1 +1 +2 +2 7 | -3 -2 -2 -1 -1 +1 +1 +2 +2 +3 8 | -3 -3 -2 -1 -1 +1 +1 +2 +3 +3 9 | -4 -3 -2 -1 -1 +1 +1 +2 +3 +4 10 | -5 -4 -3 -2 -1 +1 +2 +3 +4 +5 ***** ** Path of Chaos: 1k You may call forth the very same forces of chaos that govern the Path of Chaos, and bring them to bear on a victim. System: Refer to the full description under the Path of Chaos. ***** *** Chaos Transport: 1k Chaos Transport takes you somewhere.... and for more than likely someplace other than where you are, though it will ussually be a place you know, or somewhere withen the same area as you are now, or perhaps the place where a person you know is. System: This power places you completely at the mercy of the storyteller in deciding you destination. This can be an excelent way to advance the plot, though such usefull jumps will take place rarly, probably not more than once a story. The new location will almost always be someplace 'interesting.' One of the best uses of this power is an escape. ***** **** Mutation: 1k Effects some, ussualy drastic, physical change in the subject. This is a randomly chosen Path of the Beast or a simmilar mutation with a negative effect. System: Roll one die to determine the severity of the change. Some sample negatives are listed below. aproximate severity and type of mutation. (other rolls will be between those given.) 1: A debilitating flaw. 5: A minor flaw 6: A minor boon (1-4 points on Path of the Beast) 0: A major boon (about 15 points on Path of Beast) Sample flaws (many physical flaws from the players guides' are also appropiate) Listed more or less from minor to major. Disfigurement: Reduces the victims appearance. This flaw may vary from minor to major by having a greater or lesser reduction of the subjects appearace. Hoves: The characters feet and/or hands (which of these change occur can be used as a varience of the severtity) changes to hoves such as a horse would have. This make movement difficult if on the feet (two die penalty, may be reduced if the character gains practice with them) and make use of the hands imposible, as they no longer exist. Bad Eyesight: The characters eyes go bad, this flaw also can range, from getting worse vision to total blindness. Aversion to Sunlight: The character suddenly finds sunlight espcially bothersome. This can range form dice pool penalties as a low level flaw to taking damage as a higher level flaw. Life of a Fish: This potentially fatal mutation replaces the character's lungs with gills. If they cannot reach water, they will 'drown'. Brother Dearest: The character sprouts a second head, more than likely with a disagreabel personality, that will fight for control of the body. ***** ***** Call Chaos: 5k Calls forth the forces of chaos on all persons in a large area about you (including you.) The effect of this is simmilar to that of Chaos Surge, but due to the number of potential effecties, it has been reduced to a single die to determine effect. System: Each individual within the approximatly 25' radius of the spell should roll a single die, affect as below. No karma need be spent by any party to activate these powers. effect of Call Chaos on an individual 1: An Ashes to Ashes (Corruptio Aspect Corrupt) is cast against the character with die pool of three. 2: A Dust to Dust (Dissilutio Aspect Destroy) is cast against everything on the character's person, with a die pool of three and Arcane Destruction (Dissilutio Aspect Destroy) in effect. 3: An Erupt is cast on the place the character is standing on, with a die pool of five. 4: A Chaos Transport is cast against the chracter. 5: Until the end of the scene, any spell the character casts or that is cast against the character automatically has a Counter-Magic (Aqua Aspect mind) cast against it, with die pool of five. 6: A Flight (Caelum Aspect Elemental) is cast against the character with a die pool of five. 7: A Skin of Stone (Terra Aspect Survival) is cast against the character, with a die pool of five. 8: Speed Other (Tempus Aspect Warp) is cast against the character, granting three extra actions. 9: A field of Sanctuary (Purgatio Aspect Purify) surrounds the character until they will it gone. 0: A Restoration (Procreato Aspect Life) is cast against the character, automatic success.